After a year in the shadows, Ubisoft’s biggest series re-emerges to show off its wild side.
![Sands Of Time](https://magarticles.magzter.com/articles/5196/242515/59c909a27c850/Sands-Of-Time.jpg)
A year is a long time in videogames – but not, it seems, in videogame marketing. It all started so promisingly: Ubisoft’s announcement that there would be no entry in the mainline Assassin’s Creed series in 2016 was a bold one, and, after years of creative stagnation, probably the right one too. Millions of unit sales were willingly cast aside as the publisher said it would be “stepping back and re-examining” the well-worn template of its safest bet. Unity left a sour taste in 2014; a year later Syndicate mostly washed over us, an overfamiliar murder tour of old-timey London notable only for the novelty of its setting and its charming dual protagonists. Despite that, we missed the series last year, and walked into our demo at this year’s E3 excited to see what had changed. Apparently not much had. The world is really big now, they said. There are more objectives. Hey, we stuck some feathers on a Watch Dogs 2 drone and now you’ve got Senu, a fully controllable tactical eagle. It’s the same old Assassin’s fans know and either love or blithely ignore, only... better, kind of.
Not quite. The truth is, despite what the semi-automatic marketing spiel and restrictive demos might suggest, that Ubisoft has actually done it: Assassin’s Creed is different. That’s where all that extra development time has gone; not on simply making a better version of what has gone before, but on making something else. And while a new RPG structure, a rebuilt combat system and an AI world far wilder than we had expected does have us – and, we suspect, Ubisoft – a little worried about what exactly the definition of an Assassin’s game now is, we can’t help but feel that it’s a good problem to have.
هذه القصة مأخوذة من طبعة November 2017 من Edge.
ابدأ النسخة التجريبية المجانية من Magzter GOLD لمدة 7 أيام للوصول إلى آلاف القصص المتميزة المنسقة وأكثر من 9,000 مجلة وصحيفة.
بالفعل مشترك ? تسجيل الدخول
هذه القصة مأخوذة من طبعة November 2017 من Edge.
ابدأ النسخة التجريبية المجانية من Magzter GOLD لمدة 7 أيام للوصول إلى آلاف القصص المتميزة المنسقة وأكثر من 9,000 مجلة وصحيفة.
بالفعل مشترك? تسجيل الدخول
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Bulwark: Falconeer Chronicles
Anyone familiar with the concept of kitbashing is already halfway to understanding what Tomas Sala’s open-world builder is all about.
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Children Of The Sun
René Rother’s acrid revenge thriller – an action game with its limbs broken and forcibly rearranged into the shape of a spatial puzzler – is at once a bonafide original and an unlikely throwback. Cast your eyes right and you wouldn’t blink if we told you this was a forgotten Grasshopper Manufacture game from the early PS3 era (we won’t be at all surprised if this finds a spot on Suda51’s end-of-year list).
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Post Script
What does Rise Of The Ronin say for PS5 exclusivity?
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Rise Of The Ronin
Falling in battle simply switches control to the next person up, and then quick revive fixes everything
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Post Script
The pawn and the pandemic
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Dragon's Dogma 2
The road from Vernworth to Bakbattahl is scenic but arduous. Ignore the dawdling mobs of goblins, and duck beneath the chanting harpies that circle on the currents overhead, and even moving at a hurried clip it is impossible for a party of four to complete the journey by nightfall.
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BLUE MANCHU
How enforced early retirement eventually led Jonathan Chey back to System Shock
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THE MAKING 0F.... AMERICAN ARCADIA
How a contrast of perspectives added extra layers to a side-scrolling platform game
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COMING IN TO LAND
The creator of Spelunky, plus a super-group of indie developers, have spent the best part of a decade making 50 games. Has the journey been worth it?
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VOID SOLS
This abstract indie Soulslike has some bright ideas